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I am talking about the events that are currently affecting the development.

Posted by pac0master on Aug 11th, 2014

Portal 2: SDK

Hi everyone, there was some expected problem with the Portal 2 SDK ( Authoring tools ) By expected I mean that I knew it would start to be problematic.
Basically, what's is happening is that the Authoring tool crash too often to allow me making any progress without losing my sanity. Since I use a lot of custom content Mainly from BMS, mostly for testing purpose and because it's free. hammer now crash almost every 20 seconds which make almost impossible to work properly.

I've decided to work in the Source SDK 2013 and set it up for Portal. So far, It work properly but It will also prevent me from using different features Portal 2 use often. Such as different Shaders and entities like the Portal door which is fun to use to create impossible space.
So I am mainly testing different things since a while.


there isn't much progress for the maps side. But there is a good news. The Storyline ( the beginning ) is almost complete. As you might know, I changed the beginning a few time and tried to get something cool. Now, I got it. ( almost ) I need to figure out a few things which is very important. ( I am still trying to figure out how I will introduce the first set of choices) But the rest is figured out.


Hi everyone, as many of you might have noticed in the last few days, Source 2 has been released. The new hammer editor which is currently only working for DOTA 2 will have a very good effect on the development of Abyss.

If you didn't know it yet, the New Source Engine is currently only working with DOTA 2. changes might come with new games, but that's not why I am here talking about it.
This new engine allow us to convert any Brush into an actual model and convert it back to Source 1. The engine also allow us to modify existing models and convert them back into the good old format for Source 1.

It will be very useful for the development of Abyss because I always require different custom made models to help reducing the brushes or for adding more details, etc...
I will basically use Source 2 as if it was Propper but even better.
This was an unexpected new and I am very happy of it.
The only problem I've seen so far is that I will need to set the texture in Source 2 and the UV maps. It should be possible to do the texturing work in Blender for instance.

Source 2 is awesome. I wish It was compatible with Portal 2 because I would create it all in it.
The development might get faster for a time.
So, briefly. I will model most of my stuff in Source 2 then import it back into Portal 2 SDK.

Thanks for your support!

Post comment Comments
ReflexF.N. Aug 11 2014 says:

Source 2 sounds awesome, good luck with using it. :)

+3 votes     reply to comment
Kyle07 Aug 11 2014 says:

Sounds awesome!
Using models is really better then brushes?

+3 votes     reply to comment
pac0master Author
pac0master Aug 11 2014 replied:

Yes, Brushes take a lot of memory to compile and there is a limit you can use. Models take way less memories and can be more detailed than brushes.

+2 votes   reply to comment
nmoyd Aug 11 2014 says:

Wait, do you mean bms assets are free as in you don't have to pay or are free to use?

+2 votes     reply to comment
pac0master Author
pac0master Aug 11 2014 replied:

It's all free and free to use. Anyone has the right to use their assets for any project, as long we give credits to the BMS Team.

+3 votes   reply to comment
ReflexF.N. Aug 12 2014 replied:

Most developers don't allow other developers to use their mod's assets without permission, so the Black Mesa team are quite generous. :)

+2 votes     reply to comment
sejievan Aug 15 2014 says:

Modeling on source 2 then import to one?... DAMM YOU SOURCE 2!!! Why do you still not work on 32 bits >.<..

Ps.(at least is the information that i have.. fell free to correct me if you guys know something that i don't)

+1 vote     reply to comment
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